Two halves, 40 minutes each. Stoppages are short — minor injuries are treated on the field, the clock keeps running for most of them. Half-time is 10–12 minutes.
The six-tackle rule. The team in possession gets six attempts to score or advance. After each tackle, the tackled player plays the ball with their foot to a teammate (the "play-the-ball"). The defending line has to retreat 10 metres before the next tackle.
The last tackle. Teams almost always kick on the sixth tackle — either deep downfield to pin opponents back, or with a high "bomb" their teammates can chase and contest. Running on the sixth tackle without scoring or kicking is rare and usually a mistake.
Tries. Scored by grounding the ball over the opponent's try-line. 4 points. The conversion (a kick at goal from a line in front of where the try was scored) is worth 2 more.
Penalties. A team awarded a penalty can opt to kick at goal (2 points), tap-and-go to attack quickly, or kick into touch and take a tap restart from where the ball went out. Drop goals (in open play) are worth 1 point and are usually used to win tight matches in the dying minutes.
Sin bins. Serious infringements get a 10-minute sin bin (the offending player leaves the field, team plays with 12). Very serious offences get a red card and the player is gone for the rest of the match.
Players wear shirt numbers tied to specific positions, not arbitrary squad numbers (the way they are in football/soccer). The starting 13 are 1–13; bench is 14–17.
Watching's good, playing's better. Steeden has made the official NRL match ball for over 80 years; junior sizes are the right starting point for under-12s.
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